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  1. #1
    Takeda Kygona-san Member Medieval Assassin's Avatar
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    Default Re: RTW demo conclusions: a full summary

    I just run the game like a dream on supppppper low specs.

    190mb of ram
    500mhz p3
    64 mb card.

    GREAT JOB NO LAG!!!!!!!
    I pledge allegiance to the underworld One nation under dog,There of which I stand alone,A face in the crowdUnsung, against the mold
    Without a doubt
    Singled out
    The only way I know

    Stepped out of the line,Like a sheep runs from the herd
    Marching out of time,To my own beat now
    The only way I know

    One light, one mind,Flashing in the dark
    Blinded by the silence of a thousand broken hearts

    "For crying out loud" she screamed unto me
    A free for all,Screw 'em all
    You are your own sight

    I want to be the minority,I don't need your authority
    Down with the moral majority,I want to be the minority

  2. #2
    Member Member ah_dut's Avatar
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    Default Re: RTW demo conclusions: a full summary

    good to see old members coming back to this board, and Medieval Assasain, u are a lucky bugger, it doesn't run that well on my 2.4 ghz 512 ddr 2700 5600xt comp, i'm aware it isn't so cutting edge, but it's mine and i like it, however, i wouldn't call it 'runs like a dream.'

  3. #3
    Swarthylicious Member Spino's Avatar
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    Default Re: RTW demo conclusions: a full summary

    Here's a few more... I suppose they could be filed under 'Bugs'...

    AI

    - Enemy generals are back to their old, suicidal pre-MTW:VI patched selves. After countless custom battles I've noticed that enemy generals are more interested in frontally charging your troops and fighting to the death than looking for an exposed flank to charge or even sitting back and waiting a bit before engaging. Given that general units are now weaker than in STW & MTW the need for them to better pick and choose their fights is critical! In fact, now that I think about it I cannot recall a single battle where the enemy general survived!

    - Cavalry AI - Perhaps it's just me but I've noticed that enemy cavalry doesn't seem to be as interested in charging, withdrawing and regrouping and then recharging your troops as it was in patched versions of MTW:VI. Why was it done away with?

    - Retreat AI - Maybe certain AI routines have been crippled or disabled for the sake of the demo but enemy units are not withdrawing from battle when they should. When the battle's conclusion is no longer in doubt enemy units that either haven't been routed or have been routed and rallied remain on the field and do not retreat off the map unless routed once more. Too many times I've massacred the enemy army only to have to use my remaining cavalry to find and rout the remaining units too stupid to figure out when run away and live to fight another day. Once again, this seemed to work better in MTW:VI, why was it changed? Perhaps the demo battles are considered by the AI to be 'back against the wall' fight to the death affairs for both sides?

    - Phalanx movement - The AI does not quite grasp the nuances of the phalanx. For basic stuff it's fine however it doesn't quite know to turn it off, readjust the formation to a different direction and then turn it back on for optimal effect. I had a situation where most units had left the field except for a depleted Poeni Infantry in phalanx formation unit and a few of my roman legionaries as well as my General's unit. The only unit near the Poeni Infantry was my General's cavalry unit. I was toying with them and galloped my general's unit behind the phalanx, forcing them to change their facing. Rather than simply disabling the the phalanx and turning rapidly to face my cavalry the Poeni infantry did some crazy maneuver where it was creeping towards my cavalry while turning in the process. It looked odd, almost as if the unit was resembling the locomotive behavior of an amoeba.
    "Why spoil the beauty of the thing with legality?" - Theodore Roosevelt

    Idealism is masturbation, but unlike real masturbation idealism actually makes one blind. - Fragony

    Though Adrian did a brilliant job of defending the great man that is Hugo Chavez, I decided to post this anyway.. - JAG (who else?)

  4. #4
    Senior Member Senior Member Jambo's Avatar
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    Default Re: RTW demo conclusions: a full summary

    Quote Originally Posted by V2
    2: ---> I've tried every mode and camera setup in the game and there is simply nothing that works for me. Here is my perfect setup...

    2b: - Mouselook (viewpoint left, right, up, down) -Now this cant be "on" all the time like in a FPS because we need the mouse cursor nearly as much as we need to move. So, for me the ideal solution is to simply have Mouselook active only when im holding down my key of choice (Right Mouse Button). Holding it down gives me the freedom of movement only seen in the best FPS games. Releasing it gives me my cursor. Advantage #1 is not having to use "screen edge" movement or rotation thus keeping your cursor closer to the action. Advantage #2 you're not confined to a single rotation speed as you are with screen edge or keyboard rotation.
    Hi V2,

    This also was something that deeply bothered me, however, I'm pleased to say I can help you with this. If you go into the preferences.txt file in the Rome Demo folder you should find one fo the lines that goes something like this:

    CLASSIC CONTROLS:FALSE

    Change this to TRUE and your rmb will then act as a mouselook when held down.

    Happy dayz :D
    =MizuDoc Otomo=

  5. #5
    robotica erotica Member Colovion's Avatar
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    Default Re: RTW demo conclusions: a full summary

    notice how the screen edge mouse camera movement is flawed in that you can barely strafe anymore - it's like the bottom 5% of the screen, not the bottom 50% of the screen that is used to strafe. Using the old controls are useless when they aren't even the old controls.
    robotica erotica

  6. #6
    Takeda Kygona-san Member Medieval Assassin's Avatar
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    Default Re: RTW demo conclusions: a full summary

    WOAH, This could be a VERY BIG BUG! I was modding a round a little with a nice mod maker ( From Lord Bloody Gore ) I was useing the Romans Vs the Guals on the tourial map, I attack over the bridge and got about 100m from the bridge when That battle went horrible, so I feel back what units I could by clicking on the other side of the bridge, why I sacrifice 1-2 units to hold them off, LO AND BEHOLD! The units I clicked to go on the bridge, ran fast as they could, missed the bridge and all dissipeared into the water... aobut 200 men drown... This has happened more then once, any one else encounter?
    I pledge allegiance to the underworld One nation under dog,There of which I stand alone,A face in the crowdUnsung, against the mold
    Without a doubt
    Singled out
    The only way I know

    Stepped out of the line,Like a sheep runs from the herd
    Marching out of time,To my own beat now
    The only way I know

    One light, one mind,Flashing in the dark
    Blinded by the silence of a thousand broken hearts

    "For crying out loud" she screamed unto me
    A free for all,Screw 'em all
    You are your own sight

    I want to be the minority,I don't need your authority
    Down with the moral majority,I want to be the minority

  7. #7

    Default Re: RTW demo conclusions: a full summary

    Quote Originally Posted by Jambo
    Hi V2,

    This also was something that deeply bothered me, however, I'm pleased to say I can help you with this. If you go into the preferences.txt file in the Rome Demo folder you should find one fo the lines that goes something like this:

    CLASSIC CONTROLS:FALSE

    Change this to TRUE and your rmb will then act as a mouselook when held down.

    Happy dayz :D
    Hi Jambo. Thanks for trying to help but this mode in R:TW is completely broken. Atleast in M:TW you didnt lose functionality when using it, as jittery and useless as it was. In R:TW its smoother in operation but with a loss of critical functionality. Try it out if you havent its broken! :)

    First, you can no longer set facing and formation depth.. oops BIG problem (this is why I outlined a "left click option" above). Next when you click and hold the right mouse BTN you can look around BUT your camera movement keys no longer function. You get stuck in that single location mouselooking.. really lame.

    Its as if CA have no experience with 3D environment games and the standard movement system they all employ. It would work with either RTS or TW camera styles. The difference would be if you look down and move forward with the RTS style camera your perspective would remain at the same height. In TW camera mode you would have 3 dimensions of freedom and looking down + moving forward would cause you to lower your perspective.

    Movement and Strafe keys should remain active even when holding down the mouselook key so you can easily move around the battlefield in a fluid manner.

    I really hope they get this right!
    V2

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